getting lunar compress started

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getting lunar compress started

Post by wizzrobemaster on Sat 23 Jan 2016 - 22:23

how do I get lunar compress to decompress zelda3?  what are the steps needed and what do I need to type in?

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Re: getting lunar compress started

Post by SunGodPortal on Sat 23 Jan 2016 - 23:03

Does it not come with a readme?
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Re: getting lunar compress started

Post by wizzrobemaster on Sun 24 Jan 2016 - 0:30

it should but I still do not understand if I am doing it correctly.

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Re: getting lunar compress started

Post by SunGodPortal on Sun 24 Jan 2016 - 0:46

If it works like Zcompress you would click on the CMD.exe you put in the same folder to make things easier and then type in the commands. The commands would be in the readme.
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Re: getting lunar compress started

Post by wizzrobemaster on Sun 24 Jan 2016 - 1:03

could you please give me an example? I was informed that decompressing Zelda 3 with lunar compress will help me edit trinexx's damage class. in my open world hack, editing this boss is important.

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Re: getting lunar compress started

Post by SunGodPortal on Sun 24 Jan 2016 - 1:30

I hope this is what you mean by example:

To use Zcompress I made a folder specifically for it (for the sake of organization) and unpacked the zip containing the program files into said folder. Then I went into the system32 folder in the Windows folder and copied the CMD.exe into my Zcompress folder. Then I copied my ROM into the folder and renamed it zelda.smc for the sake of simplicity (regarding the instructions to put in the command prompt). In the readme there are a list of functions and examples of the instructions for each:

Examples of valid command line arguments:
   zcompress 0 zelda.smc AllGFX.bin
   zcompress 0 zelda.smc
   zcompress 1 87200 zelda.smc AllGFX.bin
   zcompress 1 87200 zelda.smc
   zcompress 2 zelda.smc
   zcompress 3 zelda.smc

SO... If I want to extract the compressed graphics data from the ROM into one bin file I would double-click the CMD.exe and then type in "zcompress 0 zelda.smc AllGFX.bin" and press enter. As long as my ROM is the right format (the right file extension and file size) and I didn't mispell anything or give it a file name that didn't match the one in the instructions (like had I goofed and put in bcvsg.smc) it will produce the bin file with the graphics data in a format that I can then edit in YY-CHR.

In your case I'm guessing that it will be creating a .txt file with a bunch of code.

EDIT: I've never used Lunar Compress but it should work in a similar fashion.
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Re: getting lunar compress started

Post by wizzrobemaster on Sun 24 Jan 2016 - 3:31

I wonder if seph would know how to use it.

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Re: getting lunar compress started

Post by wizzrobemaster on Sun 24 Jan 2016 - 3:55

when I type in the commands, I keep getting mode (insert serial) number is not valid

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Re: getting lunar compress started

Post by SePH on Sun 24 Jan 2016 - 9:36

I have never tried Lunar Compress, but quite dont understand why you'd need that to edit damage classes, cant you just use an hex editor to edit those?
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Re: getting lunar compress started

Post by Puzzledude on Sun 24 Jan 2016 - 11:21

I have never tried Lunar Compress
Me neither, this tool definitely is primarily meant for SMW hacking.
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Re: getting lunar compress started

Post by wizzrobemaster on Sun 24 Jan 2016 - 13:08

assassin informed me that to alter the effect certain weapons have against trinexx would be test out with lunar compress. I was informed it is not guaranteed to work, but the block damage effect is no different from the red eyegore or coppie.

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Re: getting lunar compress started

Post by assassin17 on Sun 24 Jan 2016 - 17:35

assumes HEADERED USA ROM:

1) decomp.exe romfile tempfile 01EA00 1 0
2) do nibble-based decompression
3) do your hex editing.  Section 8 of my guide explains how the data is structured.
4) do nibble-based recompression
5) recomp.exe tempfile temp2 0 1 0
if temp2 is more than 773 bytes, the compressed data is too big for the ROM, so you'll have to quit, or see if a different damage value compresses better.  if it's within the limit, then go ahead with:
recomp.exe tempfile romfile 01EA00 1 0

i will post code for #2 and #4 soon.
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Re: getting lunar compress started

Post by wizzrobemaster on Sun 24 Jan 2016 - 18:54

I keep getting file to save as. so for step 1 do I trype decomp.exe [insert file name].smc (what do I type for tempfile) and then 01EA00 1 0? also what I nibble based decompression?

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Re: getting lunar compress started

Post by assassin17 on Sun 24 Jan 2016 - 21:13

i already explained what the nibble compression is here:
[You must be registered and logged in to see this link.]

for steps #2 and 4, here is the Pascal source code for the programs:
[You must be registered and logged in to see this link.]

the computer where i compiled the programs unfortunately got virused a few years back, so i can't include the executables.  it's a very very simple algorithm (Fusoya is doing all the heavy lifting here), so maybe somebody can adapt it if nobody has Pascal.

somebody less prone to punching computer monitors will have to explain what romfile and tempfile are.  come on.

you can technically edit the damage classes without expanding the nibbles, but it's slightly more complex.
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Re: getting lunar compress started

Post by wizzrobemaster on Sun 24 Jan 2016 - 21:15

for the tempfile do I type bin or srm?  I have not really used CMD which is why I am confused. anyway, the uncompressed size is 6C0 and what I am supposed to do now? what is pascal source code?

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Re: getting lunar compress started

Post by assassin17 on Tue 26 Jan 2016 - 4:31

the file at the above download link has been updated to include executables, compiled on a clean computer.

the fully decompressed data file you'll want to hex edit is 3456 bytes.

Fusoya's program compacts the hell out of things (773 bytes original compressed versus 681 bytes after re-processing), so that'll give you some breathing room.
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Re: getting lunar compress started

Post by assassin17 on Thu 28 Jan 2016 - 5:26

as for the Trinexx heads, consider clearing Bit 2 in the "A bitfield of monster properties, most of them related to deflection" structure.  (again, explained in Section 8 of my guide.)

code might still need editing, but try this anyway.
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Re: getting lunar compress started

Post by assassin17 on Thu 4 Feb 2016 - 9:15

argh, the game continually sets that property in code for the red and blue heads at 1D/B912.  these foes' sprite code is too complex for me to say that commenting it out will work right.
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Re: getting lunar compress started

Post by Arnachy69 on Sat 13 Feb 2016 - 4:37

I have make to Bat files Decompress.bat and Compress.bat
its easy to use
when the name is the same it compress and decompress
"THE LEGEND OF ZELDA"
i learn every day more and more haha

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Re: getting lunar compress started

Post by wizzrobemaster on Sat 13 Feb 2016 - 14:53

i found a much easier solution to trinexx and i stated this in another post. change the damage class of the somaria block. it ignores most deflection defenses of enemies and will not destroy peg switches. the block has a colission damge class of 01 and i recommend setting it to 14 at hex address 03/6caa. it also affects ganon when invisible. the block will inflict half damage but it is a good tradeoff for ignoring the enemy defenses. it will not work against most traps, wart, helmasaur king's helmet and terrorpins

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